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1.
Comput Intell Neurosci ; 2021: 7277733, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34497639

RESUMO

In recent years, great progress has been made in 3D simulation modeling of instant network communication system, such as the application of virtual reality technology and 3D virtual animation online modeling technology. Facing the increasing demand of different industries, how to build an instant network communication system for 3D virtual animation has become a research hotspot. On this basis, the construction method of fast instant network communication system based on convolutional neural network and fusion morphological 3D simulation model is studied. This paper analyzes the research status of instant network communication system. The experiment optimizes and improves the shortcomings of the current research hotspot of virtual animation instant network communication system and takes the morphological 3D simulation model fusion as the core for in-depth optimization. Finally, the experimental results show that the fusion morphological 3D simulation model can reconstruct the standard 3D virtual animation model according to different needs and can quickly model the optimization strategy according to the local differences of different animations. The response accuracy of the network communication system reaches 97.7%.


Assuntos
Interface Usuário-Computador , Realidade Virtual , Comunicação , Simulação por Computador , Redes Neurais de Computação
2.
Sensors (Basel) ; 21(17)2021 Aug 26.
Artigo em Inglês | MEDLINE | ID: mdl-34502642

RESUMO

The loss of functional living skills (FLS) is an essential feature of major neurocognitive disorders (M-NCD); virtual reality training (VRT) offers many possibilities for improving FLS in people with M-NCD. The aim of our study was to verify the effectiveness of a non-immersive VRT on FLS for patients with M-NCD. VRT was carried out for 10 to 20 sessions, by means of four 3D apps developed in our institute and installed on a large touch screen. The experimental group (EG) and the control group (CG) included 24 and 18 patients with M-NCD, respectively. They were administered the in vivo test (in specific hospital places reproducing the natural environments) at T1 (pre-training) and T3 (post-training); at T2, only EG was administered VRT. Statistically significant differences between EG and CG in all the in vivo tests were found in the number of correct responses; during VRT, the number of correct responses increased, while the execution times and the number of clues decreased. The improvement in the in vivo tests appeared to be related to the specific VRT applied. The satisfaction of participants with the VRT was moderate to high.


Assuntos
Realidade Virtual , Humanos , Transtornos Neurocognitivos , Satisfação Pessoal
3.
Sensors (Basel) ; 21(17)2021 Aug 27.
Artigo em Inglês | MEDLINE | ID: mdl-34502655

RESUMO

Since the emergence of head-mounted displays (HMDs), researchers have attempted to introduce virtual and augmented reality (VR, AR) in brain-computer interface (BCI) studies. However, there is a lack of studies that incorporate both AR and VR to compare the performance in the two environments. Therefore, it is necessary to develop a BCI application that can be used in both VR and AR to allow BCI performance to be compared in the two environments. In this study, we developed an opensource-based drone control application using P300-based BCI, which can be used in both VR and AR. Twenty healthy subjects participated in the experiment with this application. They were asked to control the drone in two environments and filled out questionnaires before and after the experiment. We found no significant (p > 0.05) difference in online performance (classification accuracy and amplitude/latency of P300 component) and user experience (satisfaction about time length, program, environment, interest, difficulty, immersion, and feeling of self-control) between VR and AR. This indicates that the P300 BCI paradigm is relatively reliable and may work well in various situations.


Assuntos
Realidade Aumentada , Interfaces Cérebro-Computador , Realidade Virtual , Eletroencefalografia , Potencial Evocado P300 , Humanos , Interface Usuário-Computador
4.
Sensors (Basel) ; 21(17)2021 Sep 02.
Artigo em Inglês | MEDLINE | ID: mdl-34502800

RESUMO

Real-time 3D reconstruction is one of the current popular research directions of computer vision, and it has become the core technology in the fields of virtual reality, industrialized automatic systems, and mobile robot path planning. Currently, there are three main problems in the real-time 3D reconstruction field. Firstly, it is expensive. It requires more varied sensors, so it is less convenient. Secondly, the reconstruction speed is slow, and the 3D model cannot be established accurately in real time. Thirdly, the reconstruction error is large, which cannot meet the requirements of scenes with accuracy. For this reason, we propose a real-time 3D reconstruction method based on monocular vision in this paper. Firstly, a single RGB-D camera is used to collect visual information in real time, and the YOLACT++ network is used to identify and segment the visual information to extract part of the important visual information. Secondly, we combine the three stages of depth recovery, depth optimization, and deep fusion to propose a three-dimensional position estimation method based on deep learning for joint coding of visual information. It can reduce the depth error caused by the depth measurement process, and the accurate 3D point values of the segmented image can be obtained directly. Finally, we propose a method based on the limited outlier adjustment of the cluster center distance to optimize the three-dimensional point values obtained above. It improves the real-time reconstruction accuracy and obtains the three-dimensional model of the object in real time. Experimental results show that this method only needs a single RGB-D camera, which is not only low cost and convenient to use, but also significantly improves the speed and accuracy of 3D reconstruction.


Assuntos
Imageamento Tridimensional , Realidade Virtual , Algoritmos , Visão Monocular
5.
BMC Med Educ ; 21(1): 493, 2021 Sep 15.
Artigo em Inglês | MEDLINE | ID: mdl-34526004

RESUMO

BACKGROUND: The conventional methods for teaching neurological examination with real patients to medical students have some limitations if the patient with the symptom or disease is not available. Therefore, we developed a Virtual Reality-based Neurological Examination Teaching Tool (VRNET) and evaluated its usefulness in in teaching neurological examinations for the medical students. METHODS: In this prospective, randomized, single-blind study, we recruited 98 medical students and divided them into two groups: 1) A standardized patient(SP) group that received the clinical performance examination utilizing standard patients complaining of dizziness was provided neurological findings using conventional method such as verbal description, photographs, and video clips; 2) A SP with VRNET group that was provided the neurological findings using the newly developed tool. Among the 98 students, 3 did not agree to participate, and 95 were enrolled in this study. The SP group comprised 39 students and the SP with VRNET group had 56 students. RESULTS: There were no statistical differences in VRNET's realness and student satisfaction between the SP and SP with VRNET groups. However, a statistically significant difference was found in the Neurologic Physical Exam (NPE) score (p = 0.043); the SP with VRNET group had higher NPE scores (3.81 ± 0.92) than the SP group (3.40 ± 1.01). CONCLUSIONS: VRNET is useful in teaching senior (graduating) medical students with SP with a neurologic problem.


Assuntos
Educação de Graduação em Medicina , Estudantes de Medicina , Realidade Virtual , Competência Clínica , Humanos , Exame Neurológico , Exame Físico , Estudos Prospectivos , Método Simples-Cego , Ensino
6.
Rev Esc Enferm USP ; 55: e20200513, 2021.
Artigo em Inglês, Português | MEDLINE | ID: mdl-34515722

RESUMO

OBJECTIVE: To assess the effect of virtual reality in pain relief during chronic wound dressing change. METHOD: This is an experimental study carried out with 17 participants, in a stomatherapy clinic in Ceará, Brazil, from June to December 2019, using the virtual reality glasses Oculus Go®. Sociodemographic and clinical information, as well as of lifestyle, and characteristics of the lesions were collected. A faces scale and a visual analogue scale were used for pain assessment, behavioral aspects assessment, satisfaction, and discomfort with Oculus Go®. The Chi-square, McNemar, and Wilcoxon tests were used. The study was approved under opinion No. 2.649.144/2019. RESULTS: There was a reduction in pain during dressing change with Oculus Go®. Participants with Oculus Go® manifested less pain during (p < 0.001) and after (p < 0.001) dressing change; and had lower heart rate before (p = 0.044) and after (p = 0.001) the procedure. There were significant differences between groups in systolic (p = 0.012) and diastolic (p = 0.004) blood pressure values after dressing. Virtual reality did not cause any discomfort and participants were satisfied. CONCLUSION: Virtual reality showed positive effects in pain relief during chronic wound dressing change.


Assuntos
Realidade Virtual , Bandagens , Humanos , Dor , Manejo da Dor , Medição da Dor
7.
Stud Health Technol Inform ; 283: 139-145, 2021 Sep 21.
Artigo em Inglês | MEDLINE | ID: mdl-34545829

RESUMO

INTRODUCTION: While virtual reality (VR) is an emerging paradigm in a variety of research contexts, VR-based embodiment effects on behavior and performance still lack in sufficient evidence regarding to bias in cognitive performance assessment. METHODS: In this methodological observational study, we compare the VR measurement of cognitive performance with a conventional computer-based testing approach in real life (RL) in younger and older adults. The differences between VR and RL scenarios are investigated using the background of two theoretical models from cognitive psychology. Furthermore, data assessment reliability and validity are analyzed, concerning the feasibility of technological and ergonomic aspects. RESULTS: A within-group comparison showed no change in information processing speed in either one of the two age groups, i.e., both groups perform equally well in RL and in a VR testing environment. CONCLUSION: The use of lifelike VR environments for cognitive performance tests seems not to lead to any performance changes compared to RL computer-based assessments, making VR suitable for similar applications. On technical concerns, we recommend the careful use of reaction time paradigms regarding to input hardware and stimuli presentation.


Assuntos
Realidade Virtual , Cognição , Estudos de Viabilidade , Tempo de Reação , Reprodutibilidade dos Testes
8.
Medicina (Kaunas) ; 57(8)2021 Jul 21.
Artigo em Inglês | MEDLINE | ID: mdl-34440942

RESUMO

Background and Objectives: The motor sequelae after a stroke are frequently persistent and cause a high degree of disability. Cortical ischemic or hemorrhagic strokes affecting the cortico-spinal pathways are known to cause a reduction of cortical excitability in the lesioned area not only for the local connectivity impairment but also due to a contralateral hemisphere inhibitory action. Non-invasive brain stimulation using high frequency repetitive magnetic transcranial stimulation (rTMS) over the lesioned hemisphere and contralateral cortical inhibition using low-frequency rTMS have been shown to increase the excitability of the lesioned hemisphere. Mental representation techniques, neurofeedback, and virtual reality have also been shown to increase cortical excitability and complement conventional rehabilitation. Materials and Methods: We aim to carry out a single-blind, randomized, controlled trial aiming to study the efficacy of immersive multimodal Brain-Computer Interfacing-Virtual Reality (BCI-VR) training after bilateral neuromodulation with rTMS on upper limb motor recovery after subacute stroke (>3 months) compared to neuromodulation combined with conventional motor imagery tasks. This study will include 42 subjects in a randomized controlled trial design. The main expected outcomes are changes in the Motricity Index of the Arm (MI), dynamometry of the upper limb, score according to Fugl-Meyer for upper limb (FMA-UE), and changes in the Stroke Impact Scale (SIS). The evaluation will be carried out before the intervention, after each intervention and 15 days after the last session. Conclusions: This trial will show the additive value of VR immersive motor imagery as an adjuvant therapy combined with a known effective neuromodulation approach opening new perspectives for clinical rehabilitation protocols.


Assuntos
Interfaces Cérebro-Computador , Reabilitação do Acidente Vascular Cerebral , Acidente Vascular Cerebral , Realidade Virtual , Humanos , Ensaios Clínicos Controlados Aleatórios como Assunto , Recuperação de Função Fisiológica , Método Simples-Cego , Acidente Vascular Cerebral/terapia , Resultado do Tratamento , Extremidade Superior
9.
Appl Ergon ; 97: 103549, 2021 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-34375879

RESUMO

Hazard perception assessment may benefit from VR-presentation by removing field-of-view restrictions imposed by single-screen tests. One concern is whether VR-induced 'cybersickness' will offset any benefits. Self-reported cybersickness ratings were recorded from 77 participants viewing two variants of a 360-degree hazard test: hazard perception and hazard prediction. The latter was hypothesised to be particularly susceptible as clips abruptly cut to a probe question at hazard onset. Such sudden occlusions are thought to increase cybersickness. Overall cybersickness levels were low, with only four participants excluded for above-threshold sickness ratings. The remaining participants showed unexpectedly lower symptoms for the hazard prediction test and rated this test format as more comfortable and engaging. These findings mitigate concerns over the use of 360-degree videos in formative hazard assessments, even when clips involve sudden occlusions. Nonetheless, removal of any participants due to cybersickness raises problems for using VR for formal assessments of hazard perception skill.


Assuntos
Enjoo devido ao Movimento , Realidade Virtual , Humanos , Microcirurgia , Percepção
10.
Trials ; 22(1): 562, 2021 Aug 23.
Artigo em Inglês | MEDLINE | ID: mdl-34425901

RESUMO

BACKGROUND: Due to the inherent characteristics of immersion, imagination, and interactivity in virtual reality (VR), it might be suitable for non-drug behavior management of children in dental clinics. The purpose of this trial was to measure the role of VR distraction on behavior management in short-term dental procedures in children. METHODS: A randomized clinical trial design was carried out on 120 children aged between 4 and 8 years to identify the comparative efficacy of VR and tell-show-do (TSD) to improve behavioral management during dental procedures. The primary outcomes were evaluated anxiety, pain, and compliance scores in perioperative children. The levels of operative anxiety and pain were assessed using the Children's Fear Survey Schedule-Dental Subscale (CFSS-DS) and Wong Baker FACES Pain Rating Scale (WBFS), respectively. The Frankl Behavior Rating Scale (FBRS) was tested before and during dental procedures. The length of the dental procedure was compared between both groups after treatment. RESULTS: The average anxiety and behavioral scores of the VR group significantly reduced compared with the control. The decreased anxiety score for the VR group and control group were 8 (7, 11) and 5 (5, 7), p < 0.05. The compliance scores of the control group during treatment were 3 (2, 3), and the same in the VR intervention were 3 (3, 4), p = 0.02. A significant reduction in pain was observed when using VR distraction (p < 0.05). Comparing the length of the dental procedure, the VR group (19.0 2 ± 5.32 min) had a shorter treatment time than the control group (27.80 ± 10.40 min). CONCLUSION: The use of VR significantly reduced the anxiety and pain of children and the length of the dental procedure and improved the compliance of children that underwent short-term dental procedures without an adverse reaction. TRIAL REGISTRATION: Chinese Clinical Trial Registry, ChiCTR2000029802 . Registered on February 14, 2020.


Assuntos
Realidade Virtual , Transtornos de Ansiedade , Criança , Pré-Escolar , Odontologia , Humanos , Dor , Medição da Dor
11.
BMJ Open ; 11(8): e048506, 2021 08 25.
Artigo em Inglês | MEDLINE | ID: mdl-34433598

RESUMO

OBJECTIVE: To assess the impact of mobile virtual reality (VR) simulations using electronic Helping Babies Breathe (eHBB) or video for the maintenance of neonatal resuscitation skills in healthcare workers in resource-scarce settings. DESIGN: Randomised controlled trial with 6-month follow-up (2018-2020). SETTING: Secondary and tertiary healthcare facilities. PARTICIPANTS: 274 nurses and midwives assigned to labour and delivery, operating room and newborn care units were recruited from 20 healthcare facilities in Nigeria and Kenya and randomised to one of three groups: VR (eHBB+digital guide), video (video+digital guide) or control (digital guide only) groups before an in-person HBB course. INTERVENTIONS: eHBB VR simulation or neonatal resuscitation video. MAIN OUTCOMES: Healthcare worker neonatal resuscitation skills using standardised checklists in a simulated setting at 1 month, 3 months and 6 months. RESULTS: Neonatal resuscitation skills pass rates were similar among the groups at 6-month follow-up for bag-and-mask ventilation (BMV) skills check (VR 28%, video 25%, control 22%, p=0.71), objective structured clinical examination (OSCE) A (VR 76%, video 76%, control 72%, p=0.78) and OSCE B (VR 62%, video 60%, control 49%, p=0.18). Relative to the immediate postcourse assessments, there was greater retention of BMV skills at 6 months in the VR group (-15% VR, p=0.10; -21% video, p<0.01, -27% control, p=0.001). OSCE B pass rates in the VR group were numerically higher at 3 months (+4%, p=0.64) and 6 months (+3%, p=0.74) and lower in the video (-21% at 3 months, p<0.001; -14% at 6 months, p=0.066) and control groups (-7% at 3 months, p=0.43; -14% at 6 months, p=0.10). On follow-up survey, 95% (n=65) of respondents in the VR group and 98% (n=82) in the video group would use their assigned intervention again. CONCLUSION: eHBB VR training was highly acceptable to healthcare workers in low-income to middle-income countries and may provide additional support for neonatal resuscitation skills retention compared with other digital interventions.


Assuntos
Asfixia Neonatal , Realidade Virtual , Competência Clínica , Eletrônica , Pessoal de Saúde/educação , Humanos , Lactente , Recém-Nascido , Ressuscitação
12.
Artigo em Inglês | MEDLINE | ID: mdl-34403577

RESUMO

PURPOSE: We developed a virtual reality (VR) endotracheal intubation training that applied 2 interaction modalities (hand-tracking or controllers). It aimed to investigate the differences in usability between using hand tracking and controllers during the VR intervention for intubation training for medical students from February 2021 to March 2021 in Thailand. METHODS: Forty-five participants were divided into 3 groups: video only, video with VR controller training, and video with VR hand tracking training. Pre-test, post-test, and practice scores were used to assess learning outcomes. The System Usability Scale (SUS) and User Satisfaction Evaluation Questionnaire (USEQ) questionnaires were used to evaluate the differences between the VR groups. The sample comprised 45 medical students (undergraduate) who were taking part in clinical training at Walailak University in Thailand. RESULTS: The overall learning outcomes of both VR groups were better than those of the video group. The post-test scores (P=0.581) and practice scores (P=0.168) of both VR groups were not significantly different. Similarly, no significant between-group differences were found in the SUS scores (P=0.588) or in any aspects of the USEQ scores. CONCLUSION: VR enhanced medical training. Interactions using hand tracking or controllers were not significantly different in terms of the outcomes measured in this study. The results and interviews provided a better understanding of support learning and training, which will be further improved and developed to create a self-learning VR medical training system in the future.


Assuntos
Estudantes de Medicina , Realidade Virtual , Humanos , Intubação Intratraqueal , Aprendizagem , Tailândia
13.
J Pak Med Assoc ; 71(7): 1730-1735, 2021 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-34410236

RESUMO

OBJECTIVE: To investigate the effects of design parameters on the user experience of virtual reality medical training. Methods: The quantitative study was conducted at Punjab (Pakistan) from July 2018 to October 2018, and comprised final year students from eight medical colleges in Pakistan. Each respondent was given to experience laparoscopy operation in text, video and virtual reality-based learning methodologies. User experience and usefulness was assessed against a pre-validated scale and compared with the three learning methodologies. RESULTS: Of the 87, students, 50(57.5%) were male and 37(42.5%) were female. The overall mean age was 22.5±4 years. Result of virtual reality was better than others (p<0.05). Data was analysed using SPSS 20. CONCLUSIONS: Virtual reality-based learning provided better user experience than traditional learning methodologies.


Assuntos
Laparoscopia , Realidade Virtual , Adolescente , Adulto , Competência Clínica , Feminino , Humanos , Masculino , Paquistão , Interface Usuário-Computador , Adulto Jovem
14.
BMJ Open ; 11(8): e047004, 2021 08 16.
Artigo em Inglês | MEDLINE | ID: mdl-34400451

RESUMO

INTRODUCTION: Virtual reality (VR) and augmented reality (AR) technologies are increasingly being used in undergraduate medical education. We aim to evaluate the effectiveness of VR and AR technologies for improving knowledge and skills in medical students. METHODS AND ANALYSIS: Using Best Evidence in Medical Education (BEME) collaboration guidelines, we will search MEDLINE (via PubMed), Education Resources Information Center, PsycINFO, Web of Knowledge, Embase and the Cochrane Central Register of Controlled Trials for English-language records, from January 1990 to March 2021. Randomised trials that studied the use of VR or AR devices for teaching medical students will be included. Studies that assessed other healthcare professionals, or did not have a comparator group, will be excluded. The primary outcome measures relate to medical students' knowledge and clinical skills. Two reviewers will independently screen studies and assess eligibility based on our prespecified eligibility criteria, and then extract data from each eligible study using a modified BEME coding form. Any disagreements will be resolved by discussion or, if necessary, the involvement of a third reviewer. The BEME Quality Indicators checklist and the Cochrane Risk of Bias Tool will be used to assess the quality of the body of evidence. Where data are of sufficient homogeneity, a meta-analysis using a random-effects model will be conducted. Otherwise, a narrative synthesis approach will be taken and studies will be evaluated based on Kirkpatrick's levels of educational outcomes and the Synthesis Without Meta-analysis guidelines. ETHICS AND DISSEMINATION: Ethical approval is not required for this systematic review as no primary data are being collected. We will disseminate the findings of this review through scientific conferences and through publication in a peer-reviewed journal.


Assuntos
Realidade Aumentada , Educação Médica , Estudantes de Medicina , Realidade Virtual , Competência Clínica , Humanos , Metanálise como Assunto , Revisões Sistemáticas como Assunto
15.
Medicina (Kaunas) ; 57(8)2021 Jul 28.
Artigo em Inglês | MEDLINE | ID: mdl-34440974

RESUMO

Background and Objectives: Cardiovascular disease (CVD) has become increasingly prevalent in women, and it is also in this group that the risk of developing depression is the highest. The most commonly applied therapeutic intervention in cardiac rehabilitation is Schultz's autogenic training, which has proven to be of little efficacy in reducing depression and anxiety disorders. At the same time, a growing number of scientific reports have been looking at the use of virtual reality (VR) to treat mental health problems. This study aimed at assessing the efficacy of virtual therapy in reducing levels of depression, anxiety, and stress in female CVD patients. Materials and Methods: The study included 43 women who were randomly divided into two groups: experimental group (N = 17), where eight-week cardiac rehabilitation was enhanced with VR-based therapeutic sessions, and control group (N = 26), where the VR therapy was replaced with Schultz's autogenic training. Mental state parameters were measured using the Perception of Stress Questionnaire and Hospital Anxiety and Depression Scale (HADS). Results: In the experimental group, the sole parameter which failed to improve was HADS-Anxiety, which remained at the baseline level. In the control group, there was a deterioration in nearly all tested parameters except for HADS-Depression. Statistically significant differences in the efficacy of rehabilitation were recorded in relation to the level of stress in the sub-scales: emotional tension (p = 0.005), external stress (p = 0.012), intrapsychic stress (p = 0.023) and the generalized stress scale (p = 0.004). Conclusions: VR therapy is an efficient and interesting complement to cardiac rehabilitation, with proven efficacy in reducing stress levels.


Assuntos
Reabilitação Cardíaca , Cardiopatias , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Ansiedade , Feminino , Humanos
16.
Artigo em Inglês | MEDLINE | ID: mdl-34444513

RESUMO

Breast cancer (BC) treatment is associated with many physical and psychological symptoms. Psychological distress or physical dysfunction are one of the most common side effects of oncological treatment. Functional dysfunction and pain-related evasion of movement may increase disability in BC. Virtual reality (VR) can offer BC women a safe environment within which to carry out various rehabilitation interventions to patient support during medical procedures. The aim of this systematic review was to conduct an overview of the clinical studies that used VR therapy in BC. The review was conducted in accordance with the Preferred Reporting Items for Systematic Reviews and Meta-Analyses (PRISMA) guidelines method: the initial search identified a total of 144 records, and 11 articles met the review criteria and were selected for the analysis. The results showed that VR seems to be a promising tool supporting oncological treatment in BC patients. VR can have a positive effect on mental and physical functions, such as relieving anxiety during oncotherapy, diminution pain syndrome, and increasing the range of motion and performance in daily activities.


Assuntos
Neoplasias da Mama , Terapia de Exposição à Realidade Virtual , Realidade Virtual , Ansiedade , Neoplasias da Mama/terapia , Feminino , Humanos , Dor
17.
Sensors (Basel) ; 21(16)2021 Aug 13.
Artigo em Inglês | MEDLINE | ID: mdl-34450909

RESUMO

Many studies have shown that slow breathing training is beneficial for human health. However, several factors might discourage beginners from continuing their training. For example, a long training period is generally required for benefit realization, and there is no real-time feedback to trainees to adjust their breathing control strategy. To raise the user's interest in breathing exercise training, a virtual reality system with multimodal biofeedback is proposed in this work. In our system, a realistic human model of the trainee is provided in virtual reality (VR). At the same time, abdominal movements are sensed, and the breathing rate can be visualized. Being aware of the breathing rate, the trainee can regulate his or her breathing to achieve a slower breathing rate. An additional source of tactile feedback is combined with visual feedback to provide a more immersive experience for the trainees. Finally, the user's satisfaction with the proposed system is reported through questionnaires. Most of the users find it enjoyable to use such a system for mediation training.


Assuntos
Realidade Virtual , Biorretroalimentação Psicológica , Exercícios Respiratórios , Estudos de Viabilidade , Feminino , Humanos , Masculino , Taxa Respiratória
18.
Sensors (Basel) ; 21(16)2021 Aug 16.
Artigo em Inglês | MEDLINE | ID: mdl-34450941

RESUMO

Safe cycling requires situational awareness to identify and perceive hazards in the environment to react to and avoid dangerous situations. Concurrently, tending to external distractions leads to a failure to identify hazards or to respond appropriately in a time-constrained manner. Hazard perception training can enhance the ability to identify and react to potential dangers while cycling. Although cycling on the road in the presence of driving cars provides an excellent opportunity to develop and evaluate hazard perception skills, there are obvious ethical and practical risks, requiring extensive resources to facilitate safety, particularly when involving children. Therefore, we developed a Cycling and Hazard Perception virtual reality (VR) simulator (CHP-VR simulator) to create a safe environment where hazard perception can be evaluated and/or trained in a real-time setting. The player interacts in the virtual environment through a stationary bike, where sensors on the bike transfer the player's position and actions (speed and road positioning) into the virtual environment. A VR headset provides a real-world experience for the player, and a procedural content generation (PCG) algorithm enables the generation of playable artifacts. Pilot data using experienced adult cyclists was collected to develop and evaluate the VR simulator through measuring gaze behavior, both in VR and in situ. A comparable scene (cycling past a parked bus) in VR and in situ was used. In this scenario, cyclists fixated 20% longer at the bus in VR compared to in situ. However, limited agreement identified that the mean differences fell within 95% confidence intervals. The observed differences were likely attributed to a lower number of concurrently appearing elements (i.e., cars) in the VR environment compared with in situ. Future work will explore feasibility testing in young children by increasing assets and incorporating a game scoring system to direct attention to overt and covert hazards.


Assuntos
Realidade Virtual , Adulto , Criança , Pré-Escolar , Humanos , Percepção
19.
Artigo em Inglês | MEDLINE | ID: mdl-34360479

RESUMO

The aim of this study is to investigate the effectiveness of a novel self-administered at-home daily virtual reality (VR)-based intervention (COVID Feel Good) for reducing the psychological burden experienced during the COVID-19 lockdown in Italy. A total of 40 individuals who had experienced at least two months of strict social distancing measures followed COVID Feel Good between June and July 2020 for one week. Primary outcome measures were depression, anxiety, and stress symptoms, perceived stress levels, and hopelessness. Secondary outcomes were the experienced social connectedness and the level of fear experienced during the COVID-19 pandemic. Linear mixed-effects models were fitted to evaluate the effectiveness of the intervention. Additionally, we also performed a clinical change analysis on primary outcome measures. As concerning primary outcome measures, participants exhibited improvements from baseline to post-intervention for depression levels, stress levels, general distress, and perceived stress (all p < 0.05) but not for the perceived hopelessness (p = 0.110). Results for the secondary outcomes indicated an increase in social connectedness from T0 to T1 (p = 0.033) but not a significant reduction in the perceived fear of coronavirus (p = 0.412). Among these study variables, these significant improvements were maintained from post-intervention to the 2-week follow-up (p > 0.05). Results indicated that the intervention was associated with good clinical outcomes, low-to-no risks for the treatment, and no adverse effects or risks. Globally, evidence suggests a beneficial effect of the proposed protocol and its current availability in 12 different languages makes COVID Feel Good a free choice for helping individuals worldwide to cope with the psychological distress associated with the COVID-19 crisis, although large scale trials are needed to evaluate its efficacy.


Assuntos
COVID-19 , Angústia Psicológica , Realidade Virtual , Controle de Doenças Transmissíveis , Depressão/terapia , Seguimentos , Humanos , Pandemias , SARS-CoV-2 , Estresse Psicológico/terapia
20.
Artigo em Inglês | MEDLINE | ID: mdl-34360294

RESUMO

Aging is a global phenomenon affecting numerous developed and developing countries. During this process, the functional state of the body, especially the cognitive state, declines. This research investigated the impact of virtual reality exercises on the cognitive status and dual-task performance in the elderly of Tabriz city, Iran. Forty men with a mean age of 71.5 were selected and assigned to either the experimental (n = 20) or control groups (n = 20). Both groups completed the Mini-Mental State Examination for cognitive status. The pre-test was performed through the Timed Up and Go test (TUG) along with a countdown of numbers. Then, the experimental group practiced virtual driving for six weeks, while the control group received no treatment. After the treatment, both groups completed the post-test. At each stage, the test was performed as a dual motor task as well. Data were analyzed using the paired t-test and the independent sample t-test to show the intra-group and inter-group differences, respectively. The results showed a significant improvement in the cognitive status and dual-task performance of the elderly men after the six-week training period, which was also significant compared to the control group. Virtual reality driving can be used to improve the cognitive status and dual task performance of elderly men.


Assuntos
Análise e Desempenho de Tarefas , Realidade Virtual , Idoso , Envelhecimento , Cognição , Humanos , Masculino , Equilíbrio Postural , Estudos de Tempo e Movimento
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